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I am positive this has been addressed as how could it not be but can someone pleaes PM me regarding the combination of AGM and CSE how to go about doing so and what errors I can avoid by not attempting to mix certain aspects. Thank you kindly

Meat147 Why don't you just go into the Mission Description and change respawn time to 1 or 0 and then leave the unconscious state at the setting you like. This will eliminate the waiting period after death and allow you to respawn as soon as the unconscious state ends and the player dies. Or have you already attempted this and don't like the fact that it enables the ability to just click respawn and do so?

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The description text as I said would cause the timer to start then as opposed to it not having an additional wait after the unconscious state. If he changes description text to read 300 sec then AFTER he clicks respawn the timer would start this is exactly what he is saying he does not want.

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Meat147 Why don't you just go into the Mission Description and change respawn time to 1 or 0 and then leave the unconscious state at the setting you like. This will eliminate the waiting period after death and allow you to respawn as soon as the unconscious state ends and the player dies. Or have you already attempted this and don't like the fact that it enables the ability to just click respawn and do so?

Yeah i already did that i dont want the People to press the Respawn button. :)

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i am part of an italian clan that is trying to insert AGM mod in our missions.

Mission are mostly Coop 40+

we have two problems:

similar to meat147, we play missions REVIVE NO RESPAWN, so we would like to disable RESPWAN button at all, in this way a player has two possibilities: wait for a team mate or esc from the mission and go to sleep.Is there a way to do that, we can't undertand how to intercept respawn button that AGM seems to create.

In some mission that we did, AI become invulnerable, they just don't die. we can see the blood, but nothing more. We have no mod that could change the AI behaviour or some particular script. the strange thing is that it happens only in some missions, in others is perfect. Any of you have had the same issue?

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similar to meat147, we play missions REVIVE NO RESPAWN, so we would like to disable RESPWAN button at all, in this way a player has two possibilities: wait for a team mate or esc from the mission and go to sleep.

Is there a way to do that, we can't undertand how to intercept respawn button that AGM seems to create.

The button is named "RESPAWN", but all it does is kill the unconscious player, so he can't be stuck helpless and forever in the unconsciousness state. If the mission is set up correctly (respawn = 0; IIRC), then the player won't respawn. This is how it works even without AGM. AGM only adds the unconsciousness state.

In some mission that we did, AI become invulnerable, they just don't die. we can see the blood, but nothing more. We have no mod that could change the AI behaviour or some particular script. the strange thing is that it happens only in some missions, in others is perfect. Any of you have had the same issue?

The mission might use some "HandleDamage" eventhandler that messes with the medical stuff. Hard to tell without the mission though.

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commy2;2794091']The button is named "RESPAWN"' date=' but all it does is kill the unconscious player, so he can't be stuck helpless and forever in the unconsciousness state. If the mission is set up correctly (respawn = 0; IIRC), then the player won't respawn. This is how it works even without AGM. AGM only adds the unconsciousness state.[/quote']

We want JIP but not respawn, "respawn = 0;" doesn't allow JIP. the SLOT of the player must remain available too.

the right setting would be something like

respawn = 3; // or other setting that allow JIP

respawnButton = 0;

In this way the only button you can press is ABORT, but AGM seems to add its own RESPAWN BUTTON

PS: we WANT people to be stuck helpless and forever in the unconsciousness state, waiting for a team mate.

commy2;2794091']The mission might use some "HandleDamage" eventhandler that messes with the medical stuff. Hard to tell without the mission though.

today i will post the link to mission pbo, if you want to control directly. I will control if there is some "HandleDamage" in it

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commy2;2794143']But "respawn = 3;" is the setting for respawn at the base' date=' so you will respawn there anyway if you die instead of falling unconscious. I don't get it, but I think I'm missing something major here.

I never heard of a setting called "respawnButton", if that exists it's not documented on the bis wiki.

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There is no way to disable mouse input (or even key input in some cases) in Arma.

The only way around this' date=' is to open an invisible "menu" (dialog) that handles all key inputs. Mouse inputs are ignored in a menu and result in cursor movement instead (, so unconscious players can't move the turret of a tank or shoot with it).

The problem is that the ESC key, that opens the menu, is also hard coded to close the current menu / dialog. It would then be possible to shot a tank gun or leave a car when unconscious after pressing ESC once. So instead I block the key inputs with a key eventhandler and open the menu via createDialog.

For some reason, the buttons have no function if you press them using this method, so I disable most of them and give one a respawn action instead.[/quote']

Is there a way to intercept your custom dialog with findDialog to hide your custom respawn button and enable a simple abort button?

Which pbo contains this dialog definition?

it would be great if you could add an option to disable respwan in the respawn module in the next release...